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LOL! There is that, yes.
DOES helping the governor increase your reputation? For example the Ship Hunting Missions?
That is a fair point. Especially if the job is simply too much for you to handle at the time.Why? There can be all sorts of reasons you don't want to accept the hunting quest. In general, refusing to accept a job should not be a problem; promising to do something and then failing to do so is what should cost you reputation.
PROGRAM\DIALOGS\Enc_walker.c (or was it Enc_walker_dialog.c?).Also, where is the probability of reputation increase from talking to citizens controlled? I'd like to be able to set it myself.
Fine, so long as there is something heroic to do which will gain lots of reputation.Other idea would be to only have this take effect below a certain reputation level. For example, it will work as it always did but ONLY until you reach Bloke.
You shouldn't become known as a Hero unless you do something proper heroic, right?
There is actually already some code in place to make traders work with you based on fear.One advantage of being Hero at the moment is that hostile shops will trade with you. Everybody likes you so you're welcome even where most people of your nationality would not be. Perhaps extend the same courtesy to Horror of the High Seas, though for a different reason - the shop keeper does not want to cross you and find out first hand why you got that reputation! (Can an additional dialogue line be added based on reputation? So that as usual the shop keeper says "I refuse to deal with someone of your nationality and reputation", and you then have the choice to say "Deal with me or deal with my sword!")
There is already such a system in place when dealing with companion ships: Large difference in reputation between captains will lead to lower morale on their ships which can lead to mutiny and a companion ship turning against you.Officer reactions when you hire them could be influenced by your reputation and theirs. A Bloody Terror or Horror of the High Seas won't want to work for a namby-pamby Dashing or Hero unless there's lots of extra gold in it for him. A Dashing or Hero won't want to work for a foul Bloody Terror or Horror of the High Seas at all. (Or, if you want to be subtle, hiring someone that radically opposed to your alignment will bring lots of trouble in the form of more enemies chasing you at sea and random people attacking you on land. Your officer is quietly doing all he can to betray you to his true employer...)
I think the Nigel Blythe sidequest is already an "evil character" one that isn't open to nice guys.Several side quests are only available to good characters. Perhaps make one which is only available to evil characters? If nobody wants to write a new quest which involves a pirate in a tavern wanting help with some skulduggery, there's one possible candidate already. Claire Larousse might not be too interested in nice guys...
If so, it doesn't work, unless it's a recent addition. I've had occasions when I went to a pirate town, they refused to trade, so I did take the whole town by force!There is actually already some code in place to make traders work with you based on fear.
But that is based on the amount of crew you have on your ship and not on your reputation, eg. the risk that you could just take the whole town by force if you so wished.
I know about that, but that works if there's any difference in alignment. A Swindler will cause a mutiny against a Matey, won't he? And a Horror of the High Seas won't cause mutinies for a Hero if the Hero isn't stupid enough to put him in charge of a ship. I was thinking that utterly opposed alignments wouldn't want to work for each other, or would cause additional trouble.There is already such a system in place when dealing with companion ships: Large difference in reputation between captains will lead to lower morale on their ships which can lead to mutiny and a companion ship turning against you.
Only in as much as if you, i.e. the player, feel like playing evil then you'll side with Nigel instead of Artois. I believe you always have the choice to either intervene or stand aside and let Nigel kill Artois. (Or maybe it's because I always tend to go there relatively early in the game, when I'm either Neutral or Bloke. Perhaps a Dashing or Hero does not have the option to stand aside?)I think the Nigel Blythe sidequest is already an "evil character" one that isn't open to nice guys.
Not recent at all; been there forever. PROGRAM\Characters\CharacterUtilite.c in the TradeCheck function:If so, it doesn't work, unless it's a recent addition. I've had occasions when I went to a pirate town, they refused to trade, so I did take the whole town by force!
// Store/shipyard owner can be intimidated if player has three times more crew than the town has troops
int ttroops = GetTownNumTroops(Locations[locIdx].townsack);
int ptroops = GetSquadronCrewQuantity(char);
if(ptroops > ttroops * 3) strengthcomp = true;
[...]
// If their nation is better than Neutral, you are Swindler or better and can intimidate them
if(rel >= REL_AMNESTY && rep >= TRADEREP_STRENGTH && strengthcomp) return true;
Absolutely, it would be great if that concept could be further expanded on. Right now this tiny bit of "officer personality" is extremely limited.I know about that, but that works if there's any difference in alignment. A Swindler will cause a mutiny against a Matey, won't he? And a Horror of the High Seas won't cause mutinies for a Hero if the Hero isn't stupid enough to put him in charge of a ship. I was thinking that utterly opposed alignments wouldn't want to work for each other, or would cause additional trouble.
characters[GetCharacterIndex("Nigel Blythe")].loyality = makeint(characters[GetCharacterIndex("Nigel Blythe")].loyality) - 1;
I thought Nigel wouldn't be willing to join you if you had too high reputation.Only in as much as if you, i.e. the player, feel like playing evil then you'll side with Nigel instead of Artois. I believe you always have the choice to either intervene or stand aside and let Nigel kill Artois. (Or maybe it's because I always tend to go there relatively early in the game, when I'm either Neutral or Bloke. Perhaps a Dashing or Hero does not have the option to stand aside?)
I think evil reputation is indeed checked in some of those cases.What I'm less certain of is a couple of incidents during "Tales of a Sea Hawk". When you're hunting Raoul Rheims and you ask at the Nevis pirate settlement tavern about him, Ines Diaz denies all knowledge of him, but there are lines in her dialog file where she tells you more. Alternatively, when you leave the tavern a man offers to sell you information, and I have a vague memory from some time ago of having an option I haven't seen since - you can threaten him and force him to tell you what he knows. Then there's the time you're retrieving documents for Padre Domingues in exchange for a day in the church library, you meet Ferro Cerezo in Sao Jorge tavern and you can either buy the papers from him or threaten him, and under some circumstances he'll take the threat seriously and hand them over for free. An evil reputation may give you some leverage in these cases.
Quite the reverse. If you are Horror of the High Seas then they won't want to surrender at all, the reason being that it won't do them any good as you're likely to kill them all anyway. Whereas if you're Hero then they know they can expect to be treated well so there's no point fighting to the death.About the reputation. Would it be an idea that if you are horror of the high seas there is a chance when you board a ship they will surrender sooner during fighting. For example you only have to clear one deck or sometimes they won't even fight.